Currently the double and quad cells are bugged, they only run for 1/2 and 1/4 the time of a single cell.
Posts by lieronet
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Here's my entry. It's very expensive, but hey, what's expense when you're filling 5+ MFSUs a cycle?
http://www.talonfiremage.pwp.b…ut690xhxoa00tz21792qm5vcw
6 chambers
4.33 efficiency
MK1, generates 52m EU per cycle @ 260 EU/t (well, when quad-cells last an entire cycle anyways)
no neutron reflectors usedMaterials:
536 copper
112 tin
384 iron
28 gold
31 rubber
16 redstone dust
2 glowstone + lapis
burns 12 uranium per cycle.Stumbled across the same design today at work, optimized the materials bill a bit (~64 less copper and iron for ~20 more rubber and gold).
http://www.talonfiremage.pwp.b…ynjn743tp79uwmhapoknaz30gI think there's still a bit of room for optimization here, I've still got ten excess cooling in the design.
EDIT I was right! Got the design into five chambers http://www.talonfiremage.pwp.b…h87tx3235cls2qtvhcjanp79c
Final bill of materials:
Copper: 431
Tin: 93
Iron: 304
Gold: 38
Rubber: 61
Redstone: 26
Glowstone+Lapis: 2
Uranium: 12Overall I like how much more powerful reactors are now. They finally feel like the EU output is on par with the time and resources sunk in them, and are probably competitive with HV solars now for a high-end power plant. On the other hand, it doesn't feel like there's as much room for variety in designs. Feels like most designs boil down to checkerboarding overclocked fans and component fans, and it's very difficult to hit anything other than MkI or MkV. Looking forward to seeing where the devs take the system from here.